AGON: The Lost Sword of Toledo
AGON: THE LOST SWORD OF TOLEDO SCREENSHOTS
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AGON: THE LOST SWORD OF TOLEDO Review by DoubleGames
Each episode of the AGON series by Private Moon Studios can be played as a separate game of Adventure category. However, there is also a complicated back story to the whole series which connects all the parts. Briefly, Professor Hunt, a scientist at the British museum, is charged to make a journey throughout twelve countries of the world to find twelve board games that will help him lift the family curse. This time the search takes Professor to the Spanish city of Toledo. There are regular references to the storyline throughout the gameplay, but they will not spoil the game even if you haven’t played the previous ones.
The game interface is easy to understand and to operate. Playing a 3D game, you can feel a little bit dizzy at times, but it works quite nicely in AGON: The Lost Sword of Toledo. The game is controlled with the help of your mouse to look about. The interface leads you through the room you’ve entered, and the map helps you move from location to location. Your equipment is compiled into a dial in the right upper corner. The dial also holds a link to the main menu and to the scripts and notes which you can read as prehistory.
It’s difficult to find the words to describe the graphics of AGON: The Lost Sword of Toledo, because they are really startling. It is a high-class game in terms of character modeling, backgrounds depiction and animation. The locales are made realistic to the uttermost. At times you may think that you’ve walked into a picture and have found yourself in Toledo indeed. You will like the feeling to step into a new area just to see what the other location represents.
Technically AGON: The Lost Sword of Toledo is worked through top-level. As to the voice acting, it is mostly superb, especially concerning Professor Hunt. There are some scallops with the music background though, such as occasional guitar twangs which seem to emphasize the tense context. In fact, they break the sense of the gameplay.
8, June 2011










